// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef NL_MOTION_BLUR_H #define NL_MOTION_BLUR_H #include "nel/misc/types_nl.h" #include "nel/misc/smart_ptr.h" namespace NL3D { class IDriver ; class ITexture ; /** * This class help perfoming motion blur on a portion of the screen * \author Nicolas Vizerie * \author Nevrax France * \date 2001 */ class CMotionBlur { public: // ctor CMotionBlur() ; /** Must be called before performing motion blur on a image sequence. Motion blur is performed * on a rectangular area. * 2 calls -> nlassert. Once motion blur must be stopped, you must call releaseMotionBlur. * \param x the x position of the top-left coener of the rectangle on which motion blur apply * \param y the y position of the top-left coener of the rectangle on which motion blur apply * \param width the width of the rectangle on which motion blur apply * \param height the height of the rectangle on which motion blur apply */ void startMotionBlur(uint x, uint y, uint width, uint height) ; /// release the resources used by motion blur void releaseMotionBlur() ; /** perform motion blur, using the given driver * This can only have been called between a startMotionBlur / releaseMotionBlur pair. * It must be called after the scene has been drawn of course. * WARNING : this change the projection matrix and the frustum in the driver. * \param motionBlurAmount ranges from 0.f to 1.f. Blend using the following : * motionBlurAmount * previous frame + (1 - motionBlurAmount) * current Frame buffer state */ void performMotionBlur(IDriver *driver, float motionBlurAmount) ; protected: NLMISC::CSmartPtr _Tex ; uint _X, _Y, _W, _H ; }; } // NL3D #endif // NL_MOTION_BLUR_H /* End of motion_blur.h */